So you accept my premise for combat then? Because my statements were never about the attached lore
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Having your efficacy based on your loadout isn't the antithesis of the idea of having all the tools you need to win?
In other words: Are we talking Possible VS Impossible OR are we talking Optimal VS Sub Optimal (and to what degree)?
This is a very important thing to clarify, as simply having classes/roles/loadouts in a game does not automatically state where things fall on that scale. Having each class/role/loadout offer something unique and interesting doesn't either.
And, as we have established that player's will seek out what is optimal, a game doesn't have to go to the extremes of possible VS impossible for players to care how optimal their class/role/loadout is for any given scenerio.
Bonus round: in an open world game, you won't know what you need, which is where my loadout balance argument comes from: when you don't know what you need, the tendency is to take a weapon/ability/etc that works the best for the most common or most annoying scenario, depending on how those are balanced
As a rule, if a game seeks to create "interesting choices" there has to be some amount of relevance-to-viability-per-approach-and/or-scenario based on what they choose. How big that will be depends on the game in question, but it has to exist to some level. If every choice has the same result, it isn't interesting.
So one has to ask, does the game in question intend to have interesting choices pre-combat, during-combat, or both?
If there is to be some amount of interesting choices pre-combat, there has to be some amount of situationally "better and worse" choices that can be made. While that can lead to newer player's making mistakes (worse choices), it can also lead to those players feeling they earned victory bu either overcoming a disadvantage or learning (the better choice).
Whether that experience is enjoyable or frustrating is largely a matter of how well crafted it all is.